Developed this iridescent glass shader in Maya / Redshift based on IG @odddough ‘s request at work.

  1. Start with the Redshift “Glass” present.
  2. Create a RS Fresnel and remap its values into rainbow hues.
  3. Optionally, if you’ve used MASH Color to have varying colorSet values for each part of your geometry like this toy gun example, you can add a Redshift Color Correction to this resulting information, remap colorSet to 0 to 360 and use it to drive the hue variance of the Color Correction node.
  4. Feed the resulting information into the refraction color of the Glass Material
  5. Increase the Dispersion Abbe number to 1 or 30 to taste, it creates iridescent refraction
  6. Enjoy the results!
An example of what this material can achieve.
The lighting setup for this example render. Some volumetric atmosphere and a couple cylindrical mesh lights with volume contribution
Iridescent Glass Material Shading Network
Screenshot of my screen as I was working on this material. While the render at the start of this post has some simple compositing, from this screen shot, we can tell that it looks pretty good right off the bat, without any comp work.